Hey, I am trying to rebalance the social policies. I have managed to get the UI/text working. When you look at the policy screen all the changes are visible but when you actually play the game and unlock the policies non of the changes work. I have looked at other mods to try and see how they work but I can't find major differences (maybe I am overlooking something). If anyone could help me troubleshoot this that would be awesome!
The changes I would like to make to Liberty are the following:
Opener:
+1 culture in your capital, this stacks with the previous benefit to a total of 2 culture.
Republic:
+2 production in every city, -10% building gold maintenance,
-40% city modifier for policies from (from 10% cost increase per city to 6% cost increase).
Representation:
+1 science per city and +1 happiness per city connection to the capital
Finisher:
+5% production in every city.
This is my code (I haven't included the UI/text code because that already works)
<GameData>
<Policies>
<Update>
<Where Type="POLICY_REPUBLIC"/>
<Set BuildingGoldMaintenanceMod="-10"/>
</Update>
<Update>
<Where Type="POLICY_CITIZENSHIP"/>
<Set ExtraHappinessPerLuxury="1"/>
</Update>
<Update>
<Where Type="POLICY_CITIZENSHIP"/>
<Set NumCitiesPolicyCostDiscount="-40"/>
</Update>
</Policies>
<Policy_BuildingClassProductionModifiers>
<Update>
<Where Type="POLICY_CITIZENSHIP"/>
<Add ProductionModifier="+5"/>
</Update>
</Policy_BuildingClassProductionModifiers>
<Policy_CityYieldChanges>
<Update>
<Row>
<PolicyType>POLICY_MERITOCRACY</PolicyType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<PolicyType>POLICY_REPUBLIC</PolicyType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Update>
</Policy_CityYieldChanges>
<Policy_BuildingClassCultureChanges>
<Update>
<Where>
<PolicyType>POLICY_LIBERTY</PolicyType>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
</Where>
<Set CultureChange="2"/>
</Update>
</Policy_BuildingClassCultureChanges>
</GameData>
The changes I would like to make to Liberty are the following:
Opener:
+1 culture in your capital, this stacks with the previous benefit to a total of 2 culture.
Republic:
+2 production in every city, -10% building gold maintenance,
-40% city modifier for policies from (from 10% cost increase per city to 6% cost increase).
Representation:
+1 science per city and +1 happiness per city connection to the capital
Finisher:
+5% production in every city.
This is my code (I haven't included the UI/text code because that already works)
<GameData>
<Policies>
<Update>
<Where Type="POLICY_REPUBLIC"/>
<Set BuildingGoldMaintenanceMod="-10"/>
</Update>
<Update>
<Where Type="POLICY_CITIZENSHIP"/>
<Set ExtraHappinessPerLuxury="1"/>
</Update>
<Update>
<Where Type="POLICY_CITIZENSHIP"/>
<Set NumCitiesPolicyCostDiscount="-40"/>
</Update>
</Policies>
<Policy_BuildingClassProductionModifiers>
<Update>
<Where Type="POLICY_CITIZENSHIP"/>
<Add ProductionModifier="+5"/>
</Update>
</Policy_BuildingClassProductionModifiers>
<Policy_CityYieldChanges>
<Update>
<Row>
<PolicyType>POLICY_MERITOCRACY</PolicyType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<PolicyType>POLICY_REPUBLIC</PolicyType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Update>
</Policy_CityYieldChanges>
<Policy_BuildingClassCultureChanges>
<Update>
<Where>
<PolicyType>POLICY_LIBERTY</PolicyType>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
</Where>
<Set CultureChange="2"/>
</Update>
</Policy_BuildingClassCultureChanges>
</GameData>
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